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Problem with Baked GI

Discussion in 'Global Illumination' started by Crono32, Jun 24, 2015.

  1. Crono32

    Crono32

    Joined:
    Mar 31, 2014
    Posts:
    1
    Hey there developers.

    I've been having an issue with global illumination ever since I upgraded my project to Unity 5. Right now on 5.1 I'm trying to set up a mix of baked shadow for static objects and real time for non static objects, when I hit build in the lighting panel, the following problem shows up, from a distance it seems that the bake is correct, but when I get closer or move the camera around the objects show a pretty ugly texture that darkens the objects.

    See images for reference.

    Any help on how to solve this would be much appreciated :) (I'm a noob to Unity's new lighting system btw).

    Captura de pantalla 2015-06-24 13.33.49.png Captura de pantalla 2015-06-24 13.33.35.png Captura de pantalla 2015-06-24 12.32.22.png Captura de pantalla 2015-06-24 12.32.12.png
     
  2. melkior

    melkior

    Joined:
    Jul 20, 2013
    Posts:
    199
    My guess is your bake isn't working and that in the very last image I bet its using real time GI.

    Something about changing the camera is exposing that the baked lighting is crap ; until its stationary and then calculates the realtime again (which it may not be doing when your moving or not till shortly after it stops moving?)
     
  3. Korno

    Korno

    Joined:
    Oct 26, 2014
    Posts:
    518
    Are you using Mixed mode lights? They dont work at the moment - they wont cast shadows for dynamic objects.
     
  4. coffiarts

    coffiarts

    Joined:
    Jan 7, 2013
    Posts:
    33
    Where did you get that from? Any official statement about it? In my case, mixed lights seem to work fine for dynamic objects (shadows are rendered without problems).
     
  5. Korno

    Korno

    Joined:
    Oct 26, 2014
    Posts:
    518
    This was a while back, I havent used mixed lights since but since you asked but there are a lot of problems with dynamic objects casting shadows on dynamic objects, static objects and their are weird combinations that work and dont work .

    They may have fixed some of it now but check these out:

    This is a brilliant test here: http://forum.unity3d.com/threads/un...ed-static-shadows-broken.325729/#post-2123096

    Also:

    http://forum.unity3d.com/threads/unity-5-no-dynamic-shadows-when-using-mixed-light.309608/

    http://forum.unity3d.com/threads/intent-of-mixed-baked-mode-for-lights-case-671248.285644/

    (Check the developer response at the bottom)

    http://forum.unity3d.com/threads/unity-5-how-to-light-large-scenes.307611/#post-2013320

    (again read the developer input)


    It depends on the render path too. Seems you might get something from forward with mixed lights.
     
  6. coffiarts

    coffiarts

    Joined:
    Jan 7, 2013
    Posts:
    33
    Thx, Korno, now I see.

    The links you've posted go far beyond what I am doing, so they're certainly right. I'm probably just lucky in my case, at least speaking of dynamic shadows. Btw, I am using forward rendering, so that might explain something (though I don't understand rendering paths in depth).

    I've come across this thread here, because I am also having various problems with lightmapping and mixed/baked lights and Baked GI: e.g. blurry or extremely overcolored lightmap results, completely bright-lit objects when using lightprobes etc.

    As I am not an expert, I've been thinking it was just my misunderstanding of the concepts (especially since the new lighting settings are now farer away than ever from being intuitive) But from what I understand here and from other similar threads, such problems seem to have been massing since Unity 5. So it's probably not only me.